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Skill System


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Poll: Good idea bad idea (73 member(s) have cast votes)

Yes or no

  1. yes (47 votes [64.38%])

    Percentage of vote: 64.38%

  2. no (26 votes [35.62%])

    Percentage of vote: 35.62%

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#21 JTAlweezy

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Posted 21 December 2012 - 07:40 AM

View PostStalaggtIKE, on 21 December 2012 - 07:22 AM, said:

After unlocking a module you will have the ability to unlock the rest of the skills. The difference is that you can choose 3 skills for a single chassis to move from basic skill set to the elite skill set. This allows for more unique yet faster skill customizations.


I am trying to come up with ways that will also take advantage of this using the MC system so PGI at least can make profit as well as providing flexiblility on player growth and playability.

#22 Pando

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Posted 21 December 2012 - 09:23 AM

I think it's neat.

#23 ALASKANFIREDRAGON

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Posted 21 December 2012 - 10:49 AM

The theory is definitely pointing in the right direction. The idea of having a more in depth use of the mech's XP would definitely give the pilot a more personal experience, allowing players to dial in a play style / mech that they have interest in.

#24 Sikosis

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Posted 21 December 2012 - 12:43 PM

sad thing is, none of this is worth two shakes if the game exists in the state its in, pilot skill / aiming skill - driving skill means little to nothing currently as the game is so out of balance and bug filled that an excellent idea as this may be, moving forward on it would prove pointless.

#25 JTAlweezy

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Posted 21 December 2012 - 01:10 PM

View PostSikosis, on 21 December 2012 - 12:43 PM, said:

sad thing is, none of this is worth two shakes if the game exists in the state its in, pilot skill / aiming skill - driving skill means little to nothing currently as the game is so out of balance and bug filled that an excellent idea as this may be, moving forward on it would prove pointless.


Well My main goal was to get the idea out there and hopefully get the community on board. I have so many more ideas on how this system can be improved, optomized and how it can be deployed in a manner that will require very little downtime for PGI and keep the modification free of errors during implementation. I assume most of the server is utilizing SQL at some level, I could be wrong as I have not done any research into the software they are using, the hardest part would be the dev team desgining a GUI for the skills themselves and assigning groups to each skill for mechs those skills apply to.

Overall it would be a way to help balance the game, encourage growth and keep the fan and player base happy.

#26 JTAlweezy

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Posted 21 December 2012 - 04:47 PM

If you guys can, when you vote no, help me and everyone else by providing your reasons why. This way we can see what everyone else thinks and it also helps me to come up with better ideas based on what the opposition thinks.

Thanks

#27 JarheadEd

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Posted 22 December 2012 - 08:58 PM

When I had first heard there was going to be a skill based reward program for MW:O, this is more like what I had envisioned. Why? Because I wanted to specialize. I can be a generalist, but if I want to be a super duper Centurion pilot, I should have a skill tree for that mech with the corresponding perks and rewards.

#28 JTAlweezy

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Posted 23 December 2012 - 02:16 PM

View PostUSMCG JarheadEd, on 22 December 2012 - 08:58 PM, said:

When I had first heard there was going to be a skill based reward program for MW:O, this is more like what I had envisioned. Why? Because I wanted to specialize. I can be a generalist, but if I want to be a super duper Centurion pilot, I should have a skill tree for that mech with the corresponding perks and rewards.


This sstem would push for huge diversity if it were used.

#29 focuspark

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Posted 23 December 2012 - 02:27 PM

see EVE Online for skills done right.

Applied to MW:O it would look something like (abbreviated):
  • Turn Radius: 2% turn speed increase per level (up to 5 levels)
  • Speed Boost: 2% top speed increase per level (up to 5 levels)
  • Acceleration Control: 5% increase in acceleration per level (up to 5 levels)
  • Braking: 5% increase in deceleration per level (up to 5 levels)
  • Laser Cool Down: 1% reduction in laser cool down times per level (up to 5 levels)
  • Laser Duration: 10% reduction in the duration of lasers per level (up to 5 levels)
  • Fast Missiles: 10% increase in missile velocity per level (up to 5 levels)
  • Sharpshooter: 2% increase in damage of ballistic weapons per level (up to 5 levels)
The list just goes on and nearly writes itself. Additionally, there should be skills per 'mech which apply across all variants; AND there should be special skills that are only available on specific variants of specific 'mechs which help to re-enforce their roles.

#30 JTAlweezy

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Posted 23 December 2012 - 03:52 PM

View Postfocuspark, on 23 December 2012 - 02:27 PM, said:

see EVE Online for skills done right.

Applied to MW:O it would look something like (abbreviated):
  • Turn Radius: 2% turn speed increase per level (up to 5 levels)
  • Speed Boost: 2% top speed increase per level (up to 5 levels)
  • Acceleration Control: 5% increase in acceleration per level (up to 5 levels)
  • Braking: 5% increase in deceleration per level (up to 5 levels)
  • Laser Cool Down: 1% reduction in laser cool down times per level (up to 5 levels)
  • Laser Duration: 10% reduction in the duration of lasers per level (up to 5 levels)
  • Fast Missiles: 10% increase in missile velocity per level (up to 5 levels)
  • Sharpshooter: 2% increase in damage of ballistic weapons per level (up to 5 levels)
The list just goes on and nearly writes itself. Additionally, there should be skills per 'mech which apply across all variants; AND there should be special skills that are only available on specific variants of specific 'mechs which help to re-enforce their roles.




couldnt have said it better. Having the ability to carry over skills to new mechs means purchasing a new mech wont seem like such a burden. But rather an upgrade and an improvement. Who wants to start at ground zero every single time they change seats? No one.

#31 JTAlweezy

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Posted 23 December 2012 - 04:14 PM

Maybe the skill sharp shooter should increase weapons muzzel velocity per level. Right now everyone can have the same level of performance as the other. This gets rid of all specialization. Having skills setup like this would mean massive diversity across the board. Skills should effect every aspect of piloting a mech, including weapons systems operation. Skills should also effect target locking time, information acqusition and so on.

#32 Túatha Dé Danann

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Posted 23 December 2012 - 05:00 PM

Roleplaying elements may be nice, but if you put them in how they are right now, they will outbalance the game.

I like the basic idea, but the things that are influenced should be... soft. Changing ECM-abilities with range of effect will change the game mechanic and other players will not be able to adapt, because every mech will be different in its specs, even with the same loadout.

While heat dissipation and speed tweak are good for the user, they do not really break the game. The fast fire by 5% will also not break the game. Sensor range increase by 15% will not break the game. More damage on weapons or more armor WILL break the game.

I could see some things like increased weapon range of energy weapons (5%), but not increased damage. I could also see increased target lock-on abilities, but not an Artemis-replacer.

All those things must be balanced in a very accurate way, and an increased ECM-distortion range is something, that really changes mechanics - but that is only my point of view.

The basic idea is nice - a larger tech tree for mechs and pilots is cool.

#33 JTAlweezy

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Posted 23 December 2012 - 05:34 PM

I know there has been a lot of talk about ECM and whether or not its fair. My idea on the skill system will positively effect ECM pilots, allowing them to harness their own skills as pilots before slapping on an ECM and riding on its effectiveness to win each game.

#34 Ryvucz

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Posted 23 December 2012 - 05:35 PM

This would be very bad, unless of course they don't want any new players.

#35 Goreshade

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Posted 23 December 2012 - 11:36 PM

OMG, yeah world of mechwarrior skill trees. Can we have pandas and pokemon pets too? Um sorry the game is fine as it is now, with the current pilot tree. Eventually the tree will start to fill out, looking more like the skill trees you know and love. PGI has stated, they don't want the mech and pilot skills to effect damage or rate of fire in any way.

#36 Túatha Dé Danann

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Posted 24 December 2012 - 07:57 AM

View PostGoreshade, on 23 December 2012 - 11:36 PM, said:

OMG, yeah world of mechwarrior skill trees. Can we have pandas and pokemon pets too? Um sorry the game is fine as it is now, with the current pilot tree. Eventually the tree will start to fill out, looking more like the skill trees you know and love. PGI has stated, they don't want the mech and pilot skills to effect damage or rate of fire in any way.


This should be the basic idea, yes. Skills that will support you, but will not break the game. And they are hard to find. In the end, you will have to put one mech without any upgrades and modules against another mech with all upgrades and modules to each other and have to make sure, that the fight is still even - which means, that the real pilot skills you (as a player) will count and the result will be the same, if you changed sides to the other mech.

Those unlocking trees are just a helper which will ease you gameplay and give you more options to wield you mech, but should not change the basic gameplay you are doing with you mech.

A damage increase for weapons is bad, an increase of the optimal range (not increasing the min/max range) is possible. This way, you medium laser might fire at 300m instead of 270 for full damage, but will still have the same maximum range, where the weapon gets ineffective.

#37 Darwins Dog

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Posted 24 December 2012 - 08:21 AM

I really want to see some chassis specific skills, but I can't think of many that would work well. I hadn't thought about weapon specific things, that might be interesting we well.

I don't like the idea of having skills that apply to every chassis, but skills that work for an entire group (like for all of your commandos) would be neat.

#38 JTAlweezy

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Posted 24 December 2012 - 10:26 AM

View PostRyvucz, on 23 December 2012 - 05:35 PM, said:

This would be very bad, unless of course they don't want any new players.


Why do you think it would be bad?

#39 JTAlweezy

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Posted 24 December 2012 - 10:31 AM

View PostGoreshade, on 23 December 2012 - 11:36 PM, said:

OMG, yeah world of mechwarrior skill trees. Can we have pandas and pokemon pets too? Um sorry the game is fine as it is now, with the current pilot tree. Eventually the tree will start to fill out, looking more like the skill trees you know and love. PGI has stated, they don't want the mech and pilot skills to effect damage or rate of fire in any way.


I never mentioned Damage as a changable attribute I only stated that a system like this would provide a lot more diversity to the game. But I have not given much thought into changing the damage. Could you provide reasons why you think changing something like the damage would hurt the game. I am not talking more damage then you already have on a specific weapon.

If you drive a catapult, there will be skill that will allow missiles to do their max rated damage, as they are in the game now. So if you pilot a mech not designed to use LRM, then it will do less damage than intended. This is just an idea, but it forces diversity and specialization.

If you vote no please provide a detailed explanation as to why, it only helps to know.

#40 Ryvucz

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Posted 24 December 2012 - 11:39 AM

View PostJTAlweezy, on 24 December 2012 - 10:26 AM, said:


Why do you think it would be bad?


The large difference in mech performance boost versus someone that just started playing.

It would be different if it was in a larger environment (i.e. EVE, SWTOR, WoW, etc) but this is a very confined world where we are still seeing issues with 8 man sync drops to get a better advantage.





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